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tests: Fix test_conditional_rendering().
Fixes crashes, Vulkan and Direct3D validation errors. * Fix state transitions. * Use a multisample texture with ResolveSubresource(). Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -30868,8 +30868,11 @@ static void test_conditional_rendering(void)
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ID3D12GraphicsCommandList *command_list;
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D3D12_ROOT_PARAMETER root_parameters[2];
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ID3D12Resource *texture, *texture_copy;
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D3D12_RENDER_TARGET_VIEW_DESC rtv_desc;
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D3D12_HEAP_PROPERTIES heap_properties;
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ID3D12PipelineState *pipeline_state;
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ID3D12RootSignature *root_signature;
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D3D12_RESOURCE_DESC resource_desc;
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struct test_context context;
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ID3D12Resource *buffer, *cb;
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struct resource_readback rb;
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@ -30884,6 +30887,7 @@ static void test_conditional_rendering(void)
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static const D3D12_DRAW_ARGUMENTS draw_args = {3, 1, 0, 0};
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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static const float green[] = {0.0f, 1.0f, 0.0f, 1.0f};
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static const float ms_color[] = {0.345f, 0.282f, 0.219f, 0.156f};
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static const uint32_t init_value = 0xdeadbeef;
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static const D3D12_SUBRESOURCE_DATA copy_data[] =
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{
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@ -31033,6 +31037,8 @@ static void test_conditional_rendering(void)
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todo check_readback_data_uint(&rb, NULL, 0xffffffff, 0);
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release_resource_readback(&rb);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, context.render_target,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RENDER_TARGET);
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/* ExecuteIndirect(). */
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buffer = create_upload_buffer(context.device, sizeof(draw_args), &draw_args);
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@ -31109,17 +31115,43 @@ static void test_conditional_rendering(void)
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check_sub_resource_uint(texture_copy, 0, queue, command_list, r8g8b8a8_data[0], 0);
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/* ResolveSubresource(). */
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/* Multisample texture. */
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ID3D12Resource_Release(texture);
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memset(&heap_properties, 0, sizeof(heap_properties));
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heap_properties.Type = D3D12_HEAP_TYPE_DEFAULT;
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memset(&resource_desc, 0, sizeof(resource_desc));
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resource_desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
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resource_desc.Width = 1;
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resource_desc.Height = 1;
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resource_desc.DepthOrArraySize = 1;
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resource_desc.MipLevels = 1;
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resource_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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resource_desc.SampleDesc.Count = 4;
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resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
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hr = ID3D12Device_CreateCommittedResource(context.device, &heap_properties, D3D12_HEAP_FLAG_NONE,
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&resource_desc, D3D12_RESOURCE_STATE_RENDER_TARGET, NULL, &IID_ID3D12Resource, (void **)&texture);
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ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
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memset(&rtv_desc, 0, sizeof(rtv_desc));
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rtv_desc.ViewDimension = D3D12_RTV_DIMENSION_TEXTURE2DMS;
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rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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ID3D12Device_CreateRenderTargetView(context.device, texture, &rtv_desc,
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get_cpu_rtv_handle(&context, context.rtv_heap, 0));
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reset_command_list(command_list, context.allocator);
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ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, ms_color, 0, NULL);
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/* ResolveSubresource(). */
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transition_resource_state(command_list, texture_copy,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_COPY_DEST);
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upload_texture_data(texture_copy, ©_data[1], 1, queue, command_list);
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reset_command_list(command_list, context.allocator);
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transition_resource_state(command_list, texture_copy,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RESOLVE_DEST);
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_RESOLVE_DEST);
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transition_resource_state(command_list, texture,
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D3D12_RESOURCE_STATE_COPY_SOURCE, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
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D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
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/* Skip. */
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ID3D12GraphicsCommandList_SetPredication(command_list, conditions, 0, D3D12_PREDICATION_OP_EQUAL_ZERO);
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@ -31147,7 +31179,7 @@ static void test_conditional_rendering(void)
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transition_resource_state(command_list, texture_copy,
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D3D12_RESOURCE_STATE_RESOLVE_DEST, D3D12_RESOURCE_STATE_COPY_SOURCE);
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check_sub_resource_uint(texture_copy, 0, queue, command_list, r8g8b8a8_data[0], 0);
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check_sub_resource_uint(texture_copy, 0, queue, command_list, r8g8b8a8_data[0], 2);
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reset_command_list(command_list, context.allocator);
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@ -31156,7 +31188,7 @@ static void test_conditional_rendering(void)
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buffer = create_default_buffer(context.device, 512,
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D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_DEST);
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upload_buffer_data(buffer, 0, sizeof(uint32_t), &init_value, queue, command_list);
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upload_buffer_data(buffer, 0, sizeof(init_value), &init_value, queue, command_list);
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reset_command_list(command_list, context.allocator);
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transition_sub_resource_state(command_list, buffer, 0,
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D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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